GM Snorter |
The order of climbing, as described above, was Sephird first, who tied off a second rope and threw it down.
Ensu started up next, but got into difficulties. Just FYI, you need to fail by at least 5 to fall, so there was only one fall, from less than ten feet up, and there were enough people to catch you, so I don't think you needed to use that cure.
The others continued securing their gear to the second rope, which Sephird started raising.
Tregar started up the first rope, underneath Ensu (hoping the gnome doesn't fall on his head).
Once Sephird's pack reached the ledge, he stopped pulling, to untie his gear.
That's when events interrupt the plan.
So, rope one, we have Ensu, one climb check from the top,
Tregar, two climb checks from the top,
Kavrik didn't say when he was starting up, but since he didn't say he was waiting to the end, that makes him next, at three climb checks from the top,
Galstok and Valoria are four climb checks away, ie in the boat.
The sailors are frantically rowing to keep the boat stable and away from the rocks.
The second rope holds everyone's backpacks, in the order they're climbing above (no, I won't force Ensu to defend himself with Galstok's earthbreaker, no matter how funny that would be).
You are wondering why the second rope has stopped moving, when you see Sephird back up to the edge of the ledge (a precarious position to be sure). You can't hear him for the wind and waves, but he motions frantically for you to hurry.
If anyone wants to change their plan (either casting buffs before climbing, or speed their climbing rate) let me know, otherwise we'll assume people crawl over the ledge in the order above in subsequent rounds.
GM Snorter |
Round 2:
The creature charges (if that can truly describe its waddling gait across the ceiling), alternately lifting some of its suckered pads, and reaching out ahead of itself.
Attack 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1d4 + 2 ⇒ (4) + 2 = 6
GM Snorter |
I make your CMD as 13, if this roll meets that, you will be grappled.
Sephird is next, then Ensu will haul himself over the ledge.
Ensu, your gear is still hanging over the edge, on the second rope, but can be dragged up for one move action.
Everyone else can move one round closer to the top; the creature isn't letting itself be seen from below. Galstok and Valoria can choose to start climbing or cast (now may be a good time for mage armor...
GM Snorter |
That doesn't quite make it. The creature is similarly hampered by being attached to you, you twist your blade around, and find the creature's flesh, but fail to get enough purchase to push through the toughened, oiled hide.
I believe I'm right in that being grappled is tough on Finesse fighters; the penalty to Dex is on top of the penalty to attacks in general. Therefore that attack roll would drop to a 15 total.
Ensu |
Concentration check 1d20 + 7 ⇒ (13) + 7 = 20
As Ensu reaches the top of the ledge, he quickly steps aside to allow the next person up and manages to squeeze off a blessing from Nethys that makes everyone feel just a little better about fighting this thing.
Casting Bless
GM Snorter |
Concentration check 1d20+7
As Ensu reaches the top of the ledge, he quickly steps over to the second rope to pull his gear up, and manages to squeeze off a blessing from Nethys that makes everyone feel just a little better about fighting this thing.
Casting Bless
Which will it be; casting, or hauling your pack?
Getting over the ledge and into the cave is your move action, leaving you one standard or move.I'll let you keep the concentration check, if you choose to cast; I think you may need that Bless. And I'll give you the foresight to stick your casting hand out over the ledge, to catch everyone in the burst.
Yes, that doesn't stick to the rigid rules of the grid, where everyone is assumed to sit dead-centre of their square. Sometimes common sense trumps an abstract rule. It's also to compensate for not having a battlemap in front of you.
GM Snorter |
Half past midnight for me. What timezones are everyone else in? And can everyone see the map?
Ensu |
Central Standard Time here. I can see the map fine.
Ensu will start to pull people's gear up when he gets a chance, staying partially defensive as he does so.
His actions for the next few rounds will be "fighting" defensively as he pulls other's gear up so that they can actually do something against this creature.
GM Snorter |
Assuming everyone else on the rope keeps moving, at the end of the second round, we have;
Thing grappling,
Sephird grappled,
Ensu in the cave mouth (cast Bless),
Tregar, one climb check from the top,
Kavrik two climb checks from the top,
Galstok three climb checks from the top,
Valoria in the boat (cast Mage Armor).
The sailors are frantically rowing to keep the boat stable and away from the rocks.
For future rounds, I'll keep that order of initiative, since people lower down the rope will have had to keep delaying for those above them to move out their way.
GM Snorter |
Crashed out early last night; I intended to do the thing's attack before I went to bed.
Grapple 1d20 + 9 ⇒ (11) + 9 = 20
Move plus constriction damage 1d4 + 2 ⇒ (1) + 2 = 3
The creature is not fast, so it keeps its hold on the cave roof, and concentrates on drawing Sephird closer inside, onto the far side of its body, away from the entrance (ie 3 squares in). Ensu hears Sephird's breath rattle, as his chest squeezes all his available air from his lungs, making him light-headed and hallucinate.
The tentacle continues to lash around the cave, searching for Ensu, who is actively dodging (if you're wanting to drag the packs into the cave, you can fight defensively, and still have a move and attack, at -4 to hit, +2AC. Not a great chance to affect it, but full attack would be literally rooted to the spot, with only a 5' step)
Spike tentacle 1d20 ⇒ 12
This tentacle misses again, though the length and flexibility gives him cause for concern that it can reach the entire span of the cave mouth. Also disconcerting is the fact that the creature appears to have no eyes with which to detect him, yet the spike is always mere inches away.
This creature is designed, and described, for over 30 years, since its first appearance, as keeping hold with one limb, constricting, and attacking the grappled creature with its spare spiked tentacle, something which is impossible under the RAW, which requires a standard action to maintain the hold, so can't be done as part of a full attack.
As such, the only way it can act as described, is if it's given a racial ability to ignore the RAW, and perform the constriction as part of a full attack.
Since this is pretty darn dangerous, I'm willing to also houserule that if it does this, it foregoes the normal +5 circumstance bonus for maintaining the grapple on subsequent rounds (since it's less focussed on the one target.
(Gamespeak: The natural AC of the creature is way better than the hardest hide armor you've seen, it also has a great advantage in initiating and maintaining a grapple, but maybe not so much in resisting escape...unfortunately, your roll would fail either check, and you realise this as your eyes roll back in your head...)
GM Snorter |
Edits made to the map HERE.
Medium monster is 2 squares in, holding Sephird (S) in its short tentacle, waving its long tentacle (10' reach) around after Ensu.
Pick a square within that distance, and describe it in relation to the creature (eg 2 down, 1 left). I'll put your mark on, and erase some of the 'fog of war'.
During that activity, the tentacle takes an AoO; 1d20 ⇒ 8, but misses again, due to you slapping it away.
You can finish with your own pack in your hands, ready for next round.
(If you're wondering why the creature is a green pepper, Mrs Snorter seems to have uploaded about a thousand brushes into GIMP, so I got bored scrolling through.)
GM Snorter |
As this goes on, Tregar climbs over the ledge, sees the events, and curses.
"Bloody Hell, what kind of horror's this?"
Shouting below to the others "Some kind of land squid! Be on your guard!", he rolls under the waving tentacle, past his pack (no AoO drawn), and unhooks his spiked club, ending prone next to Sephird (one square south).
Kavrik continues to climb, one check from the top,
Galstok continues to climb, two checks from the top,
Valoria ?
GM Snorter |
Round 4:
Feeling the prey in its arm go limp, and finding itself facing new enemies, the creature lets go of Sephird (no damage as he doesn't fall far), and lashes out at Tregar.
Tentacle 1d20 + 5 ⇒ (2) + 5 = 7
Grapple attempt (if required) 1d20 + 9 ⇒ (14) + 9 = 23
Next up is Sephird, then Ensu, Tregar, Kavrik.
Ensu |
Going for a bit of range himself, Ensu takes a step back to get out of the tentacle's reach, loads his crossbow, and fires at the creature overhead.
5' step out of tentacle's reach
attack 1d20 + 2 ⇒ (20) + 2 = 22
damage 1d6 ⇒ 1
crit confirmation 1d20 + 2 ⇒ (13) + 2 = 15
additional crit damage 1d6 ⇒ 6
I hate this dice roller so much at times.
Tregar Quill |
Tregar drags Galstok's pack into the cave, shouts "Hit it!", and distracts the creature's attention by standing up.
AoO 1d20 + 5 ⇒ (10) + 5 = 15
normally wouldn't be a hit, but for striking while half-prone...
damage 1d4 + 2 ⇒ (2) + 2 = 4
free grapple 1d20 + 9 ⇒ (12) + 9 = 21
Ow.
Galstok's up next. Your hammer is lying in the cave mouth, with your pack.
You see Tregar get grabbed, as he stands and threatens the beast.
Galstok |
Pulling himself up into the cave, he takes in the situation. Sephird lying still on the ground, Tregar in its grasp.
With feral snarl Galstok leaps forward, pulling his blade from his waist as he closes and slashes his blade across the things body.
Rage: 1/5
Attack(pa): 1d20 + 6 ⇒ (11) + 6 = 17
Damage:1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
GM Snorter |
It's a hit! But not by much. (It's attention was diverted by grappling, -2AC)
As you drive the blade forward, you are surprised by how tough the hide is, for such a flexible creature, and have to push hard, in several successive thrusts at the same spot, for the blade to finally break through.
The creature recoils, dragging itself off the blade, leaving you with the sight of green ichor.
New map is up; I took the liberty of putting Ensu out of harm's way, as the square you said would still have been in the creature's reach (see the squiggles, it has one short arm, and one long arm). Galstok is going to be in one of the entrance squares (move to climb in, standard to attack).
Kavrik climbs to the lip of the cave, and sees this.
Valoria is several feet below him.
GM Snorter |
Now it gets interesting...and complicated.
Maintain the grapple, 1d20 + 9 ⇒ (10) + 9 = 19
Move and deal constriction damage 1d4 + 2 ⇒ (3) + 2 = 5
The creature backs off five feet toward the west, dragging Tregar after it, and pushing him into the tunnel. It hangs from its stubby feet above Sephird, and uses its long tentacle to lash at Galstok.
1d20 ⇒ 10
Tregar Quill |
Though losing the ability to breathe, one last effort should still be made to twist free. Deadeye does not protect quitters!
Escape Artist 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
More than enough to break free; unfortunately, the strain is too much, and as he tears his collar free, his face goes a deep shade of purple, as he croaks his last words before unconsciousness.
"Heal, Ensu, healing wave..."
He drops to the floor at the side of Sephird.
GM Snorter |
The creature is now unencumbered by prey, and free to move as normal, but is no longer in melee (for now)*
*Yes, by RAW, there are 2 PCs in adjacent squares, but since they are flat on the floor, and the creature has stuck itself to the ceiling, I'm waiving that.
Galstok is next, one five-foot step away.
Power Attack? Or not?
(Remember, you only just hit it last time.)
Galstok |
And Raging at that.
If Galstok is in same square as his hammer.
Seeing his blade be so ineffective against the beast's hide he drops it at his feet and reaches down, grabbing the shaft of his earthbreaker in both hands.
With a yell he steps forward and brings his hammer up swinging it hard against the beast.
Rage: 2/5
Attack(pa):1d20 + 6 ⇒ (16) + 6 = 22
Damage(2h, pa):2d6 + 9 + 3 ⇒ (3, 4) + 9 + 3 = 19
If not in same square he will move and retrieve his weapon while sheathing the blade.
GM Snorter |
Your hammer's in reach, but it would provoke an AoO to retrieve it.
Also, Kavrik's gear is still tied to the rope and hanging outside, so he'll need a weapon when he climbs in. If he retrieves a weapon while still outside, he'll have no spare hand, and his climb skill will plummet.
Carry on with the dagger? Or do you feel lucky?
And, just in case there's been confusion, what I described as the difficulty of wounding the creature wasn't Damage Reduction, but really high natural AC.